Just a little blog for posting various creations for the BECMI / Rules Cyclopedia edition of Dungeons and Dragons. All hail the Red Box!
Updated whenever possible with a little something, whether a monster or spell or item or just a little list of whatevers.

Spinners of intrigue and keepers of secrets, saviah are valued -- if somewhat mistrusted -- spirits of the Courts of Water. These elemental spirits are serpentine, their sleek coils scaled in mother-of-pearl and trailing silvery seafoam fins edged in the blue-green of the ocean. Easily attaining twenty feet or more in length, a saviah may rear to seven feet or better; and their upper bodies display a strange blending of humanoid and feline traits, cloaked in a short and icy white pelt with their hands strong webbed paws bearing claws of shell. The head of a saviah is more lupine than feline, with great black-pearl eyes and a mane of wild sparkling seafoam; and down a saviah's backbone, amongst its delicate fins, lies a row of wicked red coral spines that match the curving horns on its brow. Saviah are soft-spoken, inquisitive creatures, but they follow their own agenda and no one else's.

Saviah contend that they have better uses for their time than crude combat. Nonetheless, if drawn into conflict they lash out with their claws, inflicting 1-6 hit points of damage per successful strike, or lash with their heavy spined tails for 2-12 hit points of damage. Far more preferable, to a saviah, is to create a seaweb -- a shimmering lacy pattern of water droplets and whirling currents that charms any within 15' that fail their saving throw. A saviah may create a seaweb once every six rounds. Once a day a saviah may lay a seabinding on a single target; if the victim fails a save versus spell, they are geased (as the magic-user spell) to follow one request or command of the water spirit.

Saviah have the spellcasting ability of 4th-level clerics. A magical weapon is required to harm them, and they regenerate 2 hit points per round when in contact with water or ice.